quakec/source/server/utilities/weapon_utilities.qc

440 lines
14 KiB
C++

/*
server/utilities/weapon_utilities.qc
Contains some wrapped or easy access functions to streamline weapon
behaviors a bit.
Copyright (C) 2021-2023 NZ:P Team
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
// FTEQCC currently has an optimization bug with -fastarrays
// that leads to corruption with the weapon list. Disable
// if we're not on FTE.
#ifndef FTE
#pragma flag disable fastarrays
#endif // FTE
// TODO: Actually implement some of these..
// Frame types, generalized.
#define ANIM_FIRE 0
#define ANIM_RELOAD 1
#define ANIM_SPRINT_START 2
#define ANIM_SPRINT 3
#define ANIM_SPRINT_STOP 4
#define ANIM_FIRST_TAKE 5
#define ANIM_TAKE_OUT 6
#define ANIM_PUT_AWAY 7
#define ANIM_AIM 8
void() W_AimOut;
void() ReturnWeaponModel;
void(entity person) W_HideCrosshair;
//
// Weapon_GetPlayerAmmoInSlot(person, slot)
// Returns the reserve ammo the player has in a weapon slot.
//
float(entity person, float slot) Weapon_GetPlayerAmmoInSlot =
{
switch(slot) {
case 1: return person.weapons[0].weapon_reserve;
case 2: return person.weapons[1].weapon_reserve;
case 3: return person.weapons[2].weapon_reserve;
default: return 0;
}
};
//
// Weapon_SetPlayerAmmoInSlot(person, slot, ammo)
// Sets the player's reserve ammo in a slot to param3.
//
void(entity person, float slot, float ammo) Weapon_SetPlayerAmmoInSlot =
{
switch(slot) {
case 1: person.weapons[0].weapon_reserve = ammo; break;
case 2: person.weapons[1].weapon_reserve = ammo; break;
case 3: person.weapons[2].weapon_reserve = ammo; break;
default: return; break;
}
};
//
// Weapon_PlayerHasWeapon(peron, comparison, include_pap)
// Checks to see if the Player is holding a weapon in any
// of their three slots. `include_pap` dictates whether to
// consider Pack-A-Punch'd varients. Returns 1, 2, 3 depending
// on the slot the weapon is contained in.
//
float(entity person, float comparison, float include_pap) Weapon_PlayerHasWeapon =
{
for (float i = 0; i < MAX_PLAYER_WEAPONS; i++) {
// Storage.
float weapon_id;
// If we're including pap'd weapons, just convert the weapon set to the base
// ones to save on comparison checks.
if (include_pap == true)
weapon_id = EqualNonPapWeapon(person.weapons[i].weapon_id);
else
weapon_id = person.weapons[i].weapon_id;
// Now do the comparison
if (weapon_id == comparison)
return i + 1;
}
return 0;
};
//
// Weapon_IsSemiAutomatic(float weapon)
// Checks weapon firetypes and returns true if intended
// to be semi-automatic.
//
float(float weapon) Weapon_IsSemiAutomatic =
{
float firetype = GetFiretype(weapon);
// Valid firetypes
if (firetype == FIRETYPE_SEMIAUTO || firetype == FIRETYPE_GRENADE ||
firetype == FIRETYPE_TESLA)
return true;
return false;
};
//
// Weapon_FiresTraceshot(weapon)
// Simply returns true if given weapon's firetype requires a
// firetrace to be used properly.
//
float(float weapon) Weapon_FiresTraceshot =
{
float firetype = GetFiretype(weapon);
// Valid firetypes
if (firetype == FIRETYPE_FULLAUTO || firetype == FIRETYPE_SEMIAUTO)
return true;
return false;
};
//
// Weapon_PlayViewModelAnimation(animation_type, end_function, playback_duration)
// Sets up and plays the weapon sequence for you.
//
void (float animation_type, void(optional float t) end_function, float playback_duration) Weapon_PlayViewModelAnimation =
{
float start_frame = 0;
float end_frame = 0;
float duration = 0;
switch(animation_type) {
case ANIM_SPRINT_START:
start_frame = GetFrame(self.weapon, SPRINT_IN_START);
end_frame = GetFrame(self.weapon, SPRINT_IN_END);
break;
case ANIM_SPRINT:
start_frame = GetFrame(self.weapon, SPRINT_START);
end_frame = GetFrame(self.weapon, SPRINT_END);
break;
case ANIM_SPRINT_STOP:
start_frame = GetFrame(self.weapon, SPRINT_OUT_START);
end_frame = GetFrame(self.weapon, SPRINT_OUT_END);
break;
case ANIM_TAKE_OUT:
start_frame = GetFrame(self.weapon, TAKE_OUT_START);
end_frame = GetFrame(self.weapon, TAKE_OUT_END);
duration = getWeaponDelay(self.weapon, TAKEOUT);
break;
case ANIM_PUT_AWAY:
start_frame = GetFrame(self.weapon, PUT_OUT_START);
end_frame = GetFrame(self.weapon, PUT_OUT_END);
duration = getWeaponDelay(self.weapon, PUTOUT);
break;
case ANIM_FIRST_TAKE:
start_frame = GetFrame(self.weapon, FIRST_TAKE_START);
end_frame = GetFrame(self.weapon, FIRST_TAKE_END);
break;
default:
break;
}
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = self.knife_delay = time + duration;
UpdateVmodel(self.weaponmodel, GetWepSkin(self.weapon));
self.weapon2model = GetWeapon2Model(self.weapon);
UpdateV2model(self.weapon2model, GetWepSkin(self.weapon));
W_AimOut();
Set_W_Frame(start_frame, end_frame, playback_duration, 0, 0, end_function, GetWeaponModel(self.weapon, 0), false, S_BOTH);
};
//
// Weapon_SwapWeapons()
// Performs a standard weapon swap.
//
void Weapon_SwapWeapons(float play_animation)
{
float weapon_count = 0;
// Un-zoom camera
self.zoom = false;
// Fix fire rate exploit
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = true;
// Store current weapons locally
guninventory_struct weapons_storage[MAX_PLAYER_WEAPONS];
for(float i = 0; i < MAX_PLAYER_WEAPONS; i++) {
if (self.weapons[i].weapon_id != 0) {
weapon_count++;
weapons_storage[i].weapon_id = self.weapons[i].weapon_id;
weapons_storage[i].weapon_magazine = self.weapons[i].weapon_magazine;
weapons_storage[i].weapon_magazine_left = self.weapons[i].weapon_magazine_left;
weapons_storage[i].weapon_reserve = self.weapons[i].weapon_reserve;
weapons_storage[i].weapon_skin = self.weapons[i].weapon_skin;
weapons_storage[i].is_mulekick_weapon = self.weapons[i].is_mulekick_weapon;
}
}
// Iterate over the player inventory and shift the array around!
for(float j = 0; j < weapon_count; j++) {
if (j != weapon_count - 1) {
self.weapons[j + 1].weapon_id = weapons_storage[j].weapon_id;
self.weapons[j + 1].weapon_magazine = weapons_storage[j].weapon_magazine;
self.weapons[j + 1].weapon_magazine_left = weapons_storage[j].weapon_magazine_left;
self.weapons[j + 1].weapon_reserve = weapons_storage[j].weapon_reserve;
self.weapons[j + 1].weapon_skin = weapons_storage[j].weapon_skin;
self.weapons[j + 1].is_mulekick_weapon = weapons_storage[j].is_mulekick_weapon;
} else {
self.weapons[0].weapon_id = weapons_storage[j].weapon_id;
self.weapons[0].weapon_magazine = weapons_storage[j].weapon_magazine;
self.weapons[0].weapon_magazine_left = weapons_storage[j].weapon_magazine_left;
self.weapons[0].weapon_reserve = weapons_storage[j].weapon_reserve;
self.weapons[0].weapon_skin = weapons_storage[j].weapon_skin;
self.weapons[0].is_mulekick_weapon = weapons_storage[j].is_mulekick_weapon;
}
}
if (play_animation == true) {
// Properly update the weapon ID
self.weapon = self.weapons[0].weapon_id;
SwitchWeapon(self.weapon);
W_HideCrosshair(self);
Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, ReturnWeaponModel, 0);
#ifndef FTE
self.weaponskin = self.weapons[0].weapon_skin;
self.weapon2skin = self.weapons[0].weapon_skin;
self.Weapon_Name = GetWeaponName(self.weapon);
self.Flash_Offset = GetWeaponFlash_Offset(self.weapon);
self.Flash_Size = GetWeaponFlash_Size(self.weapon);
self.ADS_Offset = GetWeaponADSOfs_PSP(self.weapon);
#endif // FTE
}
};
//
// Weapon_SetActiveInslot(slot)
// Iterates through the Inventory array until weapon 0
// is what was in the requested slot.
//
void Weapon_SetActiveInSlot(float slot, float play_first_raise)
{
if (slot != 0)
Weapon_SwapWeapons(false);
// Properly update the weapon ID
self.weapon = self.weapons[0].weapon_id;
SwitchWeapon(self.weapon);
if (GetFrame(self.weapon, FIRST_TAKE_START) != 0 && play_first_raise == true)
Weapon_PlayViewModelAnimation(ANIM_FIRST_TAKE, ReturnWeaponModel, 0);
else
Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, ReturnWeaponModel, 0);
#ifndef FTE
self.weaponskin = self.weapons[0].weapon_skin;
self.weapon2skin = self.weapons[0].weapon_skin;
self.Weapon_Name = GetWeaponName(self.weapon);
self.Flash_Offset = GetWeaponFlash_Offset(self.weapon);
self.Flash_Size = GetWeaponFlash_Size(self.weapon);
self.ADS_Offset = GetWeaponADSOfs_PSP(self.weapon);
#endif // FTE
};
//
// Weapon_HasNoMulekickWeapon()
// Returns true if the player does not
// have a Mule Kick weapon slot.
//
float Weapon_HasNoMulekickWeapon()
{
for(float i = 0; i < MAX_PLAYER_WEAPONS; i++) {
if (self.weapons[i].is_mulekick_weapon == true)
return false;
}
return true;
}
//
// Weapon_AssignWeapon(weapon_slot, weapon_id, weapon_mag, weapon_reserve)
// Fills in weapon data for provided slot.
//
void Weapon_AssignWeapon(float weapon_slot, float weapon_id, float weapon_mag, float weapon_reserve)
{
// Fill the stats as necessary
self.weapons[weapon_slot].weapon_id = weapon_id;
if (weapon_mag > 0) {
self.weapons[weapon_slot].weapon_magazine = weapon_mag;
if (IsDualWeapon(self.weapons[weapon_slot].weapon_id))
self.weapons[weapon_slot].weapon_magazine_left = weapon_mag;
} else {
self.weapons[weapon_slot].weapon_magazine = getWeaponMag(self.weapons[weapon_slot].weapon_id);
if (IsDualWeapon(self.weapons[weapon_slot].weapon_id))
self.weapons[weapon_slot].weapon_magazine_left = getWeaponMag(self.weapons[weapon_slot].weapon_id);
else
self.weapons[weapon_slot].weapon_magazine_left = 0;
}
if (weapon_reserve > 0)
self.weapons[weapon_slot].weapon_reserve = weapon_reserve;
else
self.weapons[weapon_slot].weapon_reserve = getWeaponAmmo(self.weapons[weapon_slot].weapon_id);
if (weapon_slot == MULEKICK_WEAPON_SLOT - 1 && Weapon_HasNoMulekickWeapon())
self.weapons[weapon_slot].is_mulekick_weapon = true;
self.weapons[weapon_slot].weapon_skin = GetWepSkin(weapon_id);
// Now tell the player to hold it.
Weapon_SetActiveInSlot(weapon_slot, true);
};
//
// Weapon_GiveWeapon(weapon_id, weapon_mag, weapon_reserve)
// Assigns a weapon to the next free slot
// in player inventory.
//
void Weapon_GiveWeapon(float weapon_id, float weapon_mag, float weapon_reserve)
{
W_HideCrosshair(self);
float should_leave = false;
// Find next available weapon slot
float weapon_slots;
if ((self.perks & P_MULE))
weapon_slots = MULEKICK_WEAPON_SLOT;
else
weapon_slots = MULEKICK_WEAPON_SLOT - 1;
for(float i = 0; i < weapon_slots; i++) {
if (self.weapons[i].weapon_id == 0) {
for(float j = 0; j < i; j++) {
Weapon_SwapWeapons(false);
}
Weapon_AssignWeapon(i, weapon_id, weapon_mag, weapon_reserve);
should_leave = true;
break;
}
}
if (should_leave)
return;
// All slots are occupied, fill in current slot
Weapon_AssignWeapon(0, weapon_id, weapon_mag, weapon_reserve);
};
//
// Weapons_FixUpList()
// Iterates through client weapon list and
// re-orders to remove gaps with IDs of 0.
//
void Weapon_FixUpList()
{
// Store current weapons locally
guninventory_struct weapons_storage[MAX_PLAYER_WEAPONS];
for(float i = 0; i < MAX_PLAYER_WEAPONS; i++) {
if (self.weapons[i].weapon_id != 0) {
weapons_storage[i].weapon_id = self.weapons[i].weapon_id;
weapons_storage[i].weapon_magazine = self.weapons[i].weapon_magazine;
weapons_storage[i].weapon_magazine_left = self.weapons[i].weapon_magazine_left;
weapons_storage[i].weapon_reserve = self.weapons[i].weapon_reserve;
weapons_storage[i].weapon_skin = self.weapons[i].weapon_skin;
weapons_storage[i].is_mulekick_weapon = self.weapons[i].is_mulekick_weapon;
}
}
// Reset all of the player's weapons
for(float i = 0; i < MAX_PLAYER_WEAPONS; i++) {
self.weapons[i].weapon_id = 0;
self.weapons[i].weapon_magazine = 0;
self.weapons[i].weapon_magazine_left = 0;
self.weapons[i].weapon_reserve = 0;
self.weapons[i].weapon_skin = 0;
self.weapons[i].is_mulekick_weapon = false;
}
float weapon_index = 0;
for(float i = 0; i < MAX_PLAYER_WEAPONS; i++) {
if (weapons_storage[i].weapon_id != 0) {
self.weapons[weapon_index].weapon_id = weapons_storage[i].weapon_id;
self.weapons[weapon_index].weapon_magazine = weapons_storage[i].weapon_magazine;
self.weapons[weapon_index].weapon_magazine_left = weapons_storage[i].weapon_magazine_left;
self.weapons[weapon_index].weapon_reserve = weapons_storage[i].weapon_reserve;
self.weapons[weapon_index].weapon_skin = weapons_storage[i].weapon_skin;
self.weapons[weapon_index].is_mulekick_weapon = weapons_storage[i].is_mulekick_weapon;
weapon_index++;
}
}
};
void Weapon_RemoveWeapon(float slot)
{
self.weapons[slot].is_mulekick_weapon = false;
Weapon_AssignWeapon(slot, 0, 0, 0);
Weapon_FixUpList();
};
// Re-enable fast array optimization.
#ifndef FTE
#pragma flag enable fastarrays
#endif // FTE